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CN114787798A - Mixed audio band digital assets in virtual environments - Google Patents

Mixed audio band digital assets in virtual environments Download PDF

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Publication number
CN114787798A
CN114787798A CN202180006994.6A CN202180006994A CN114787798A CN 114787798 A CN114787798 A CN 114787798A CN 202180006994 A CN202180006994 A CN 202180006994A CN 114787798 A CN114787798 A CN 114787798A
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CN
China
Prior art keywords
virtual
user
music
users
content
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202180006994.6A
Other languages
Chinese (zh)
Inventor
T·萨克森
B·斯帕尔
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sony Group Corp
Sony Music Holdings Inc
Original Assignee
Sony Group Corp
Sony Music Entertainment Inc
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Publication of CN114787798A publication Critical patent/CN114787798A/en
Pending legal-status Critical Current

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Abstract

使用虚拟内容权利在虚拟环境中管理对数字内容的访问,包括:提供虚拟内容权利数据库,该数据库包括将虚拟环境的用户与获取的关于数字内容的虚拟内容权利相关联的数据;接收来自用户的设备的指派数字内容的虚拟内容权利的请求,其中用户使用该设备与处理器接口;更新虚拟内容权利数据库以指示向用户指派虚拟内容权利;接收来自持有对包括歌曲的数字内容的虚拟内容权利的用户的设备的数据以创建具有所述歌曲中的至少一首歌曲的虚拟混音带;以及更新虚拟内容权利数据库以指示用户在虚拟环境内共享虚拟混音带。

Figure 202180006994

Managing access to digital content in a virtual environment using virtual content rights, comprising: providing a virtual content rights database including data associating users of the virtual environment with acquired virtual content rights with respect to the digital content; receiving information from users a request from a device to assign virtual content rights to digital content, wherein a user interfaces with a processor using the device; update the virtual content rights database to indicate that the virtual content rights are assigned to the user; receive virtual content rights from holders of digital content including songs and updating the virtual content rights database to instruct the user to share the virtual mixtape within the virtual environment.

Figure 202180006994

Description

Mixed-band digital assets in virtual environments
Technical Field
The present disclosure relates to creating, owning, transferring and/or managing music-related digital assets, and more particularly to creating, owning, transferring and/or managing one or more music-related digital assets (such as soundtracks and similar music-related digital assets) in a virtual environment.
Background
Currently, a user may create, play, or transfer a playlist of songs and/or music videos. However, playlists that play or transfer songs and/or music videos may not provide meaningful interaction or relationship between users and the virtual environment.
Disclosure of Invention
The present disclosure provides for creating, owning, transferring and/or managing one or more music-related digital assets (e.g., soundtracks and similar music-related digital assets) in a virtual environment.
In one embodiment, a method for managing access to music-related digital content in a virtual environment using virtual content rights is disclosed. The method comprises the following steps: providing a virtual content rights database comprising data associating users of the virtual environment with acquired virtual content rights with respect to music related digital content; receiving, at a processor, a request from a user's device to assign virtual content rights for music-related digital content, wherein the user uses the device to interface with the processor; updating the virtual content rights database to indicate assignment of virtual content rights to the user; receiving, at a processor, data from a user's device holding virtual content rights to music-related digital content including songs and/or music videos to create one or more music-related digital assets (such as soundtracks and similar music-related digital assets) having at least one of the songs and/or music videos; and updating the virtual content rights database to indicate that the user shares one or more music-related digital assets (such as soundtracks and similar music-related digital assets) within the virtual environment.
In another embodiment, a system for managing access to music related digital content in a virtual environment using virtual content rights is disclosed. The system comprises: a virtual content rights database comprising data associating users of the virtual environment with acquired virtual content rights with respect to music related digital content; a processor for receiving a request from a user's device for assigning virtual content rights to music-related digital content, wherein the user interfaces with the processor using the device, wherein the virtual content rights database is updated to indicate that virtual content rights are assigned to the user, the processor is for receiving data from the device of the user holding virtual content rights to music related digital content comprising songs and/or music videos, to create one or more music-related digital assets (such as soundtracks and similar music-related digital assets) with at least one of the songs and/or music videos, wherein the virtual content rights database is updated to indicate that the user shares one or more music-related digital assets (such as soundtracks and similar music-related digital assets) within the virtual environment.
In another embodiment, a non-transitory computer readable storage medium storing a computer program for managing access to music related digital content in a virtual environment using virtual content rights is disclosed. The computer program includes executable instructions that cause a computer to: providing a virtual content rights database comprising data associating users of the virtual environment with acquired virtual content rights with respect to music related digital content; receiving a request from a user's device for assigning virtual content rights to music-related digital content, wherein the user uses the device to interface with a processor; updating the virtual content rights database to indicate assignment of virtual content rights to the user; receiving data from a device of a user holding virtual content rights to music-related digital content including songs and/or music videos to create one or more music-related digital assets (such as soundtracks and similar music-related digital assets) having at least one of the songs and/or music videos; and updating the virtual content rights database to indicate that the user shares one or more music-related digital assets (such as soundtracks and similar music-related digital assets) within the virtual environment.
Other features and advantages should be apparent from the description, which illustrates by way of example various aspects of the disclosure.
Drawings
The details of the present disclosure, both as to its structure and operation, can be gleaned in part by study of the accompanying drawings, in which like reference numerals refer to like parts, and in which:
FIG. 1 is a flow diagram of a method for managing access to music related digital content in a virtual environment using virtual content rights, according to one embodiment of the present disclosure;
FIG. 2 is a block diagram of a system for managing access to music-related digital content in a virtual environment using virtual content rights;
FIG. 3A is a representation of a computer system and a user according to an embodiment of the present disclosure;
fig. 3B is a functional block diagram illustrating a computer system hosting a music-related digital content access management application according to an embodiment of the present disclosure.
FIG. 4 illustrates the "0" generation (GEN0) and the "1" generation (GEN1) music-related digital assets;
FIG. 5 illustrates a "generation 2" (GEN2) music related digital asset;
FIG. 6 illustrates a "generation 3" (GEN3) music related digital asset;
FIG. 7 shows an overview of steps involved in a user request to a platform administrator server;
FIG. 8 illustrates the step (710) of FIG. 7;
FIG. 9 illustrates the step (720) of FIG. 7;
FIG. 10 illustrates the step (730) of FIG. 7;
FIG. 11 illustrates the step (740) of FIG. 7;
FIG. 12 illustrates step (750) of FIG. 7;
FIG. 13 illustrates step (760) of FIG. 7;
FIG. 14 illustrates the step (770) of FIG. 7; and
FIG. 15 shows an overview of the steps involved in a platform administrator request.
Detailed Description
As described above, playlists that play or transfer songs and/or music videos may not provide meaningful interactions or relationships between users and/or between users and virtual environments.
Certain embodiments of the present disclosure include: creating music-related digital assets (such as soundtracks and similar music-related digital assets) that are represented as content aggregations of unique virtual environment objects; sharing music-related digital assets (such as soundtracks and similar music-related digital assets) includes transferring, lending, leasing, selling, copying, combining, and so forth, music-related digital assets (such as soundtracks and similar music-related digital assets); and disclosing music related digital assets (such as soundtracks and similar music related digital assets) including display, play for others in the virtual environment area, and discovery through music related digital asset (such as soundtracks and similar music related digital assets) relationships. After reading the above description, it will become apparent how to implement the disclosure in various embodiments and applications. While various embodiments of the present disclosure will be described herein, it should be understood that they have been presented by way of example only, and not limitation. Therefore, this detailed description of various embodiments should not be construed to limit the scope or breadth of the present disclosure.
In one embodiment, the virtual environment provides virtual objects to the user. Additionally, the user can interact visually (e.g., viewing objects, text, and visual art) and audibly (speech, sound) in the virtual environment. That is, the user can see and interact with objects in the environment.
In one embodiment, a user may create music-related digital assets (such as soundtracks or similar music-related digital assets). To create an original music-related digital asset (such as a soundtrack or similar music-related digital asset), a user selects one or more songs and/or music videos (in whole or in part), ranks them in order (if necessary), selects the name and appearance of the music-related digital asset, and creates a music-related digital asset (such as a soundtrack or similar music-related digital asset) object based on the selection. To create a derived music-related digital asset (such as a soundtrack or similar music-related digital asset), a user selects at least one item in another music-related digital asset (such as another soundtrack or similar music-related digital asset) and adds zero or more additional items, the original selections, or other digital items from the other music-related digital assets.
In other embodiments, the user may perform the following operations on music-related digital assets (such as soundtracks and similar music-related digital assets): displaying or publishing music-related digital asset objects for viewing by others at a location such as a virtual or physically real house, store, library, or the like; playing the music-related digital assets for other users to hear by a particular user or by location/proximity (e.g., playing the music-related digital assets in a user's house so that all users in the house can hear the music); examining and accessing music related digital assets of other users according to the access settings; and/or sharing music-related digital assets with other users (such as displayed, played for others in a virtual or physical real environment area, and discovered through the music-related digital assets' relationship to the virtual or real physical environment). In one embodiment, the system may provide music discovery by identifying common aspects of playlists, music related digital assets, specific songs and/or music videos, and the environment.
In one embodiment, a user holding virtual content rights to a selected song and/or music video creates music-related digital assets (such as soundtracks and similar music-related digital assets) that include the selected song and/or music video by purchasing a blank virtual medium (e.g., represented by a virtual tape or other medium) from a virtual environment store and recording the music-related digital assets to the blank virtual medium. In other embodiments, the user may also add songs and/or music videos of other users (holding virtual content rights to the songs and/or music videos being added) to the user's own music-related digital assets by transacting access to the user's own music-related digital assets to access the other user's music-related digital assets.
Once a music-related digital asset having a plurality of songs and/or music videos (such as a soundtrack or similar music-related digital asset) is completed, the owner of the music-related digital asset may replicate the music-related digital asset by copying the content (e.g., songs and/or music videos, and other media content) to another piece of virtual media or blank virtual media to produce a second copy. The owner is now free to sell, trade or gift the copied music related digital assets to others within the virtual environment.
In the context of the above music-related digital assets, the following alternative implementations are possible. In one embodiment, the user purchases or creates artwork to add to the music-related digital asset (e.g., anywhere on or outside the cover of the music-related digital asset) and possibly copies the artwork to other music-related digital assets. In another embodiment, the user can copy the music-related digital assets of other users for free, at a fee, or after completing a task requested or required by a virtual environment administrator or creator of the music-related digital assets. In another embodiment, the number of virtual song and/or music video rights is limited to an upper limit for each user to avoid content rights hoarding, or the number is set by the seniority of the user within the virtual environment (e.g., more advanced users have more capacity to hold rights to more songs and/or music videos). In another embodiment, a derived second generation music-related digital asset is created algorithmically or manually by combining the contents of two separate music-related digital assets. In another embodiment, a provenance or record of the history of content rights ownership is included in the music-related digital asset (e.g., showing both current and past content rights holders that may be contacted within the virtual environment).
In another embodiment, virtual content rights held by a user may be lost if rights are not exercised frequently enough by using content assets within the virtual environment. This is analogous to the concept of "use it or lose it" where a user either exercises a virtual content right or loses a virtual content right by using a content asset (e.g., a shared, listening, production music related digital asset such as a soundtrack, etc.). For example, in a gaming environment, this concept would allow users to continually go back into the game to maintain virtual content rights. In another embodiment, virtual content rights to one content asset are shared by multiple users within the virtual environment. In another embodiment the user controls a plurality of content rights simultaneously or selects several content rights at a time. In such an embodiment, the number of content rights controlled by the user may be associated with a rank of status of the user, wherein a higher status is assigned a higher level or more virtual content rights. In another embodiment, the user will get more rewards (virtual rewards, points, status, etc.) when the user's content assets (i.e., songs for which the user has virtual content rights) are copied onto music-related digital assets (such as soundtracks and similar music-related digital assets) or are more listened to within the virtual environment. In yet another embodiment, in order to copy music-related digital assets in a virtual environment, a user who is copying the music-related digital assets is required to go to an area of the virtual environment to affect the copy event (e.g., a user seeking to make a copy of a soundtrack needs to contact a blank virtual medium to the soundtrack to copy the artwork and/or content asset characteristics).
Fig. 1 is a flow diagram of a method 100 for managing access to music-related digital content in a virtual environment using virtual content entitlements in accordance with one embodiment of the present disclosure. In the embodiment shown in fig. 1, a virtual content rights database is provided at block 110, wherein the database comprises data associating users of the virtual environment with virtual content rights acquired in relation to music related digital content.
At block 120, a request is received from a device of a user to assign virtual content rights for music-related digital content. In one embodiment, a request is received at a processor and a user interfaces with the processor using the device. The virtual content rights database is then updated at block 130 to indicate the assignment of virtual content rights to the user. At block 140, data is received at the processor from a device of a user holding virtual content rights to music-related digital content including songs and/or music videos to create one or more music-related digital assets (such as soundtracks and similar music-related digital assets) having at least one of the songs and/or music videos, as appropriate. The virtual content rights database is then updated at block 150 to indicate that the user shares one or more music-related digital assets within the virtual environment. In one embodiment, the sharing of the one or more music-related digital assets includes at least one of transferring, lending, leasing, selling, copying, and combining the one or more music-related digital assets (such as soundtracks and similar music-related digital assets). In one embodiment, the sharing of one or more music-related digital assets (such as soundtracks and similar music-related digital assets) includes at least one of displaying and playing for others in the virtual environment.
In one embodiment, the method further includes receiving, at the processor, a request to purchase a piece of blank virtual media or more music-related digital assets (such as soundtracks and similar music-related digital assets). In one embodiment, the method further includes receiving, at the processor, a request to copy one or more music-related digital assets (such as soundtracks and similar music-related digital assets) having at least one of songs and/or music videos to the blank one or more music-related digital assets to produce a second generation of one or more music-related digital assets. In one embodiment, the method further comprises sending a license to the user device that the user is now free to sell, trade, or donate the second generation one or more music-related digital assets to other users within the virtual environment. In one embodiment, the virtual content rights for the music-related digital content are held by other users, and the songs and/or music videos included in one or more music-related digital assets are owned by other users. In one embodiment, the method further comprises deducting a set amount from the user's account in the user account database due to the use of songs and/or music videos included in one or more music-related digital assets owned by other users. In one embodiment, the music-related digital content included in the one or more music-related digital assets (such as soundtracks and similar music-related digital assets) also includes at least one of video, audio, photos, and other media items to personalize the sharing of the one or more music-related digital assets (such as soundtracks and similar music-related digital assets). In one embodiment, one or more music-related digital assets (such as soundtracks and similar music-related digital assets) include at least one of artwork, logos, text, and other items to personalize the sharing of the one or more music-related digital assets. In one embodiment, the method further comprises adding a set amount of money to the user's account in the user account database as a result of other users using the music-related digital content, wherein the user holds virtual content rights to the music-related digital content. In one embodiment, the method further includes receiving, at the processor, a request from the user's device to add songs and/or music videos of other users to the user's one or more music-related digital assets by transacting access to the songs and/or music videos owned by the user, where the other users hold virtual content rights to the songs and/or music videos to be added.
Fig. 2 is a block diagram of a system 200 for managing access to music-related digital content in a virtual environment using virtual content entitlements in accordance with one embodiment of the present disclosure. The system 200 includes a processor 220, a virtual content rights database 230, and a user accounts database 240.
In the embodiment shown in fig. 2, the virtual content rights database 230 comprises data associating users of the virtual environment with virtual content rights acquired in respect of music related digital content. The processor 220 receives a request from a user's device for assigning virtual content rights for music-related digital content. The user uses the device to interface with the processor. The virtual content rights database is updated to indicate the assignment of virtual content rights to the user. The processor 220 also receives data from a user's device holding virtual content rights to music-related digital content including songs and/or music videos to create one or more music-related digital assets having at least one of the songs and/or music videos. The virtual content rights database 230 is then updated to indicate that the user shares one or more music-related digital assets within the virtual environment.
In one embodiment, the processor 220 receives a request to copy one or more music-related digital assets (such as soundtracks and similar music-related digital assets) with at least one of the copied songs and/or music videos to one or more blank music-related digital assets to generate a second generation of one or more music-related digital assets. In one embodiment, the processor 220 sends a license to the user device that the user is now free to sell, trade, or donate the second generation of one or more music-related digital assets to other users within the virtual environment. In one embodiment, the system further includes a user accounts database 240, the user accounts database 240 including the user's account such that the set amount is deducted from the account due to the use of songs and/or music videos included in one or more music-related digital assets (such as soundtracks and similar music-related digital assets) owned by other users. In one embodiment, the system further comprises a user account database 240, the user account database 240 comprising accounts of users to add a set amount to the accounts of users as a result of other users using music-related digital content, wherein the users hold virtual content rights to the music-related digital content. In one embodiment, the music-related digital content included in the one or more music-related digital assets (such as soundtracks and similar music-related digital assets) also includes at least one of video, audio, photos and other media items to personalize the one or more music-related digital assets. In one embodiment, the one or more music-related digital assets (such as soundtracks and similar music-related digital assets) include at least one of artwork, logos, text, and other items to personalize the one or more music-related digital assets.
In one embodiment, the system 200 shown in FIG. 2 is a computer system that can support numerous soundtrack creation, distribution, sharing, and exchange functions throughout a virtual environment music world, where such functions are cumulative benefits of one or more of platforms, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated: (1) a computer system that supports the creation of music-related digital asset exchanges, such as soundtracks and similar music-related digital assets, and walkman-type devices for playback and social enablement; (2) computer systems that support the creation of music-related digital assets (such as soundtracks and similar music-related digital assets) that are placed within the virtual environment world to be found by other users; (3) a computer system supporting creation of soundtrack playback on a user's virtual mobile phone; (4) a computer system that supports the creation of music related digital assets created by a virtual environment world, such as soundtracks and similar music related digital assets, that are placed as geo-located music related digital assets within the real physical world for others (users or non-users using a mobile companion application or similar application) to find.
In one embodiment, system 200 is a fully hardware configured system comprising one or more Digital Signal Processors (DSPs), general purpose microprocessors, Application Specific Integrated Circuits (ASICs), field programmable gates/logic arrays (FPGAs), or other equivalent integrated or discrete logic circuitry. In another embodiment, system 200 is configured with a combination of hardware and software.
FIG. 3A is a representation of a computer system 300 and a user 302 according to an embodiment of the disclosure. The user 302 uses the computer system 300 to implement the music-related digital content access management application 390 as shown and described with respect to the method 100 and system 200 in fig. 1 and 2.
The computer system 300 stores and executes the music-related digital content access management application 390 of fig. 3B. Further, computer system 300 may communicate with software program 304. The software program 304 may include software code for a music-related digital content access management application 390. The software program 304 may be loaded on an external medium such as a CD, DVD, or storage drive, as will be explained further below.
Further, computer system 300 may be connected to a network 380. The network 380 may be connected in a variety of different architectures such as a client-server architecture, a peer-to-peer network architecture, or other types of architectures. For example, the network 380 may be in communication with a server 385 that coordinates engines and data used within a music-related digital content access management application 390. Also, the network may be a different type of network. For example, the network 380 may be the internet, a local area network or any variant of a local area network, a wide area network, a metropolitan area network, an intranet, or an extranet, or a wireless network.
Fig. 3B is a functional block diagram illustrating a computer system 300 hosting a music-related digital content access management application 390 according to an embodiment of the present disclosure. The controller 310 is a programmable processor and controls the operation of the computer system 300 and its components. The controller 310 loads instructions (e.g., in the form of a computer program) from the memory 320 or an embedded controller memory (not shown) and executes the instructions to control the system. In its execution, the controller 310 provides a software system for the music-related digital content access management application 390, such as enabling the creation and configuration of engines and data extractors within the asset management application 390. Alternatively, this service may be implemented as a separate hardware component in the controller 310 or the computer system 300.
Memory 320 temporarily stores data for use by other components of computer system 300. In one implementation, the memory 320 is implemented as RAM. In one implementation, the memory 320 also includes long-term or permanent memory (such as flash memory and/or ROM).
Storage 330 may store data, either temporarily or for long periods of time, for use by other components of computer system 300. For example, the storage 330 stores data used by the music-related digital content access management application 390. In one embodiment, storage 330 is a hard disk drive.
The media device 340 receives removable media and reads and/or writes data to the inserted media. In one implementation, for example, the media device 340 is an optical disc drive.
User interface 350 includes components for accepting user input from a user of computer system 300 and presenting information to user 302. In one embodiment, the user interface 350 includes a keyboard, a mouse, audio speakers, and a display. The controller 310 uses input from the user 302 to adjust the operation of the computer system 300.
I/O interface 360 includes one or more I/O ports to connect to corresponding I/O devices, such as external storage or supplemental devices (e.g., a printer or PDA). In one embodiment, the ports of the I/O interface 360 include ports such as: a USB port, a PCMCIA port, a serial port, and/or a parallel port. In another embodiment, I/O interface 360 includes a wireless interface for communicating wirelessly with external devices.
The network interface 370 includes a wired and/or wireless network connection, such as an RJ-45 or "Wi-Fi" interface (including but not limited to 802.11) that supports an ethernet connection.
The computer system 300 includes additional hardware and software typical of computer systems (e.g., power, cooling, operating system), but for simplicity these components are not specifically shown in fig. 3B. In other embodiments, different configurations of the computer system may be used (e.g., different bus or storage configurations or a multi-processor configuration).
Fig. 4-6 illustrate details and variations of the process steps used in connection with different 0-3 generations of music related digital assets a 410, B420, and C430, such as music playlists created by different entities, such as celebrities 410, non-celebrities 420, and computer programs 430.
FIG. 4 shows the "0" generation (GEN0) and the "1" generation (GEN1) music-related digital assets. In one implementation, GEN0 is an original music-related digital asset (in this example, a soundtrack playlist of music) created from a "scratch" by a celebrity 410, non-celebrity 420, or computer program 430. The music-related digital assets are not derived in any way from pre-existing music-related digital assets. Additionally, GEN1 is a new and unique derived music-related digital asset 440, 450, 460 created by combining some or all of the content from at least one GEN0 music-related digital asset 410, 420, 430 with some or all of the content from any one or more other music-related digital assets (whether GEN0 or not).
Fig. 5 illustrates a "generation 2" (GEN2), which is a new and unique derived music-related digital asset 510, 520 created by combining some or all of the content from at least one GEN1 music-related digital asset with some or all of the content from any one or more other music-related digital assets, including GEN0 and GEN 1. It should be noted that when GEN0 music-related digital assets 410, 420, 430 are combined with GEN1 music-related digital assets 440, 450, 460, the newly created derived music-related digital asset retains the GEN1 attribute in that it is derived from GEN0 music-related digital assets. That is, the generation type of the newly created derived music-related digital assets ("child" music-related digital assets) is determined by adding a generation level to the lowest generation type attributed to one of the input music-related digital assets ("parents").
Fig. 6 illustrates "generation 3" (GEN3) music-related digital assets 610, 620, wherein the development from one generation to the next continues without endpoint based on the rule that the derived music-related digital asset ("child" music-related digital asset) generation type is determined by adding a generation level to the lowest generation type attributed to one of the input music-related digital assets ("parents").
In further embodiments, the following attributes may be encoded into each music-related digital asset at the time of its creation, recording or sharing (such attributes may not be revocable or modifiable by the creator or owner of the music-related digital asset): (1) disabling digital assets used to create subsequently derived sub-music related assets; (2) forbidding use in creating more than "x" subsequently derived sub-music related digital assets; (3) prohibiting use in creating subsequent derived sub-music related digital assets if a time period window for creating such derived music related digital assets is exceeded; (4) disabling the digital assets associated with the child music for creating a subsequent derivative without paying a fee for the subject parent music-related digital assets; (5) if one or more of the other parent music-related digital assets used therein have characteristics that are not complementary to the attributes specified within the subject parent music-related digital asset (e.g., certain music genres, certain music artists, certain lyrics), then prohibiting use in creating subsequently derived child music-related digital assets; (6) forbid gifting, lending or selling to another party seeking to utilize such music-related digital assets; (7) presented, loaned, or sold to another party seeking to utilize such music-related digital assets via the music-related digital asset market or the like.
Further, the following attributes may be encoded into each music-related digital asset at the time of its creation, recording, or sharing (such attributes may not be revocable or modifiable by the creator or owner of the music-related digital asset). The music-related digital assets so created can include metadata (e.g., information and data outside of a music playlist, including but not limited to imagery, sounds, music tracks, literary compositions, photographs, virtual reality experiences, augmented reality experiences, mixed reality experiences) that describes and illustrates the content of the music-related digital assets that can be "played" for a user or owner of such music-related digital assets that can be able to record such interactions between the music-related digital assets and their user for a later (e.g., the music-related digital assets will be recorded for a later when a new artist's song is first played on the digital tape). Such a post-person record may include one or more of the name of the song played, when it was played, how many times it was played, where it was played, the player (username), and similar record elements.
The systems and methods described herein also contemplate the creation and use of a music-related digital asset marketplace where users can search, discover, purchase, sell, trade, create derived works, or otherwise utilize various music-related digital assets (GEN0 and higher generations) as described herein.
Some or all of these features are recorded on a cryptographically secure blockchain (public or private) so that music-related digital assets can be searched, discovered, purchased, sold, traded and created on a transparent, immutable database system. For example, an asset may be a fully replaceable asset, a non-replaceable token, or the like.
In the case of music-related digital assets in the form of digital, virtualized music mix play lists, the content therein (including any metadata still images, videos, text, or the like) may be played back in any one or more virtualized playback devices (e.g., such virtualized cartridge music players).
While the present disclosure contemplates the use of virtual music soundtracks, the concepts and ideas of the present disclosure are equally applicable to other non-music related digital asset types (movies, television programs, art pieces, literary pieces, imagery, clothing, etc.) created as GEN0 non-music related digital assets, and then re-blended in a collaborative manner with the other music related digital assets and non-music related digital assets to create the same or different types of music related digital assets and non-music related digital assets (e.g., music-to-movie blends, movies-to-literary pieces blends, etc.) GEN1, GEN2, etc.
The description of the disclosed embodiments is provided herein to enable any person skilled in the art to make or use the present disclosure. Many modifications to these embodiments will be readily apparent to those skilled in the art, and the principles defined herein may be applied to other embodiments without departing from the spirit or scope of the disclosure. For example, changes to a virtual environment include an Augmented Reality (AR) environment, an online environment (MMO, social network, etc.), and a mobile companion to a virtual environment. Changes to content include content other than songs and/or music videos (e.g., videos, images, sets of digital objects, and mix types). Other variations include editing objects in the collection (e.g., changes, combinations, original content) and uniqueness constraints, scarcity. Thus, the present disclosure is not intended to be limited to the embodiments shown herein but is to be accorded the widest scope consistent with the main and novel features disclosed herein.
All of the features of each of the above-discussed examples are not necessarily required in a particular implementation of the disclosure. Additionally, it should be understood that the description and drawings presented herein represent the subject matter which is broadly contemplated by the present disclosure. It should also be understood that the scope of the present disclosure fully encompasses other embodiments that may become obvious to those skilled in the art and that the scope of the present disclosure is accordingly not limited by anything other than the appended claims.
Virtual rights management ('Song daemons')
The present disclosure relates to the creation of a system for managing music-related digital assets in a unique and novel manner within a virtual music theme environment and includes the following additional embodiments.
In one embodiment, the present disclosure relates to computer-implemented systems and methods for creating, transferring, and managing music-related digital assets, and more particularly to computer-implemented systems and methods for creating, transferring, and managing virtual content rights associated with music-related digital assets, such as music-related audio or video recordings, virtual mixed music tapes or playlists, music-related still images (such as photographs, paintings, and digital arts, etc.), in a multi-user music-related digital content participation platform.
The present system improves upon existing multi-user media platforms (such as those involving listening, sharing, and viewing online digital databases and streaming services of music and other music-related digital content) by creating "virtual rights" to the underlying music-related digital content with which to interact, wherein the virtual rights can be created, acquired, traded, assigned, licensed, and the like. Such a system thus provides users with the incentive to enter, use, and maintain participation in a multi-user music-related digital content platform and also helps users learn how to complete music-related digital asset creation, ownership, transfer, and licensing in the real world with respect to the actual underlying assets.
For example, in such a system involving songs and/or music videos as music-related digital content, a single virtual ownership (title) holder held by a unique user of the system may be provided for each song and/or music video. To acquire an asset, a user may enter the system, search for a song, and then decide to acquire virtual ownership of the song. The user can then use the platform to obtain virtual ownership of the song, such as by using virtual currency, trading, credit, etc., and then the user will be listed as a virtual ownership holder of the music-related digital content in the system. To maintain power in participating and using the system, the user may continue to retain virtual ownership as long as the user continues to return to the system, but if the user fails to return to the system, virtual ownership of the song may be released back to the community, where other users may then acquire it.
In one aspect of the disclosure, only one user may require virtual ownership of music-related digital assets (such as songs). That is, if user A owns virtual ownership of Song 1, another user B seeking to acquire ownership of Song 1 cannot currently do so because user B would see that user A is the holder of the virtual ownership. However, user B may be provided with options such as (1) offer (offer) to user a to obtain virtual ownership of the song; (2) if user A allows the virtual ownership to expire, then join a wait list to have an opportunity to acquire virtual ownership, or (3) do nothing.
In one aspect, a user's possession of virtual ownership of a music-related digital asset (such as a song) does not restrict other users from playing the song, as it is still playable like any other song. The owner may also create their own "music room" (e.g., a virtual room named say "user A's music listening room") and make the song available in that virtual room, or it may be located in a theme listening room that matches the genre of the song.
In one aspect of the system, ownership holders receive rewards (such as promoting ratings or receiving points or other rewards to system users) whenever an ownership song is played anywhere in the system. Thus, there is a competitive incentive for the present system to have virtual ownership of popular songs and/or music videos within the system. When a new song and/or music video is released by the system, the user may be motivated to enter the system to try and acquire a virtual ownership available for the song. For example, it may be highly desirable to capture new releases from popular artists.
In some aspects of the present system, a limit may be placed on the number of songs and/or music videos (such as five songs and/or music videos) that a user may hold virtual ownership. In one aspect, each music-related digital asset in the system has a virtual ownership holder that must be a user of the system. Alternatively, the system may allow a song to have multiple virtual ownership owners. For example, 100 users may be allowed to have virtual ownership of a single song.
The present system provides improvements over previous systems by using virtual content rights to music-related digital content to create competition, motivation and craving between users to stimulate greater use and participation within the system, and may create new ways to profit through users and super-users or fans.
One aspect of the present disclosure provides a computer-implemented method for managing virtual content rights for music-related digital assets, comprising: providing a virtual content rights database comprising data associating users of the music-related digital content engagement platform with the user's acquired virtual content rights with respect to the music-related digital assets; receiving, at a platform administrator server, data indicating virtual content rights from a user requesting assignment of music-related digital assets; determining, by the platform administrator server, whether the requested virtual content right is eligible for assignment to the user and, if so, the terms assigned; notifying, by the platform administrator server, the user of the availability and a set of terms for the user to acquire the virtual content rights, the terms comprising an assigned duration; receiving, by the platform administrator server, data from the user indicating which terms are acceptable to the user as a consideration for ensuring (secure) the virtual content right; sending, by the platform administrator server, to the user data representing a digital contract based on the indicated user-acceptable terms, the digital contract providing for assignment of virtual content rights to the user in accordance with one or more of the accepted terms; receiving, by the platform administrator server, data indicating that the user agrees to the digital contract; and updating, by the platform administrator server, the virtual content rights database to indicate that the virtual content rights are assigned to the user for the duration specified in the digital contract.
Another aspect of the disclosure provides a computer-implemented method for managing virtual content rights of music-related digital assets, comprising: providing a user access portal for user interaction with a music-related digital content engagement platform, the platform including a virtual content rights database including data associating users of the music-related digital content engagement platform with acquired virtual content rights of the users with respect to music-related digital assets; transmitting request information entered by a user via an access portal to a platform administrator server, the request information including data representing a virtual content right that the user requests to assign music-related digital assets; receiving, via an access portal, a notification indicating availability and data of a set of terms of a user's right to acquire virtual content, the terms comprising an assigned duration; sending acceptance information entered by the user via the access portal to the platform administrator server, the acceptance information including data indicating which terms are acceptable to the user as consideration for ensuring that the virtual content right is acceptable to the user; receiving, via the access portal, data representing a digital contract based on the indicated user-acceptable terms, the digital contract providing for assignment of virtual content rights to the user in accordance with one or more of the accepted terms; and sending consent information entered by the user via the access portal to the platform administrator server, the consent information including data representing the user's consent to the digital contract.
The basic method steps and variations involved in a user of a multi-user music-related digital content engagement platform seeking to obtain virtual content rights to music-related digital assets are illustrated in fig. 7-14.
FIG. 7 shows an overview 700 of the steps involved in a user request to a platform administrator server, including: starting a virtual content rights process; (710) a user of the music-related digital content participation platform requesting assignment of one or more virtual content rights from a platform administrator; (720) the platform administrator checks the virtual content rights database of the music-related digital content participation platform to see if the requested virtual content right is qualified for assignment to the user and, if qualified, in what terms (sell, lease, physical exchange, user performance award, gift, etc.); (730) if the sought-after virtual content right can be assigned to the user, the platform administrator will inform the user of the availability and the terms (one or more options) by which the user obtained such virtual content right; (740) the user will review such terms and indicate to the platform administrator which set of terms (if any) is acceptable to the user as a consideration for ensuring that the virtual content rights in question are acceptable to the user; (750) when the user indicates to the platform administrator that the set of terms is acceptable, a digital contract should be created by the platform administrator summarizing the assignment of such virtual content rights and delivered to the user for acceptance; (760) the user is then free to agree, reject or ignore the digital contract received from the platform administrator; (770) if the user agrees to the digital contract, the terms therein should be recorded in the virtual content rights database and the agreed virtual content rights should be assigned to the user within the validity period of the digital contract; and stopping the virtual content rights process.
Fig. 8 illustrates the step (710) of fig. 7. In fig. 8, a user of a music-related digital content participation platform requests assignment of one or more virtual content rights from a platform administrator server. In one embodiment, "music-related digital content" includes music-related audio recordings (e.g., music), music-related video recordings (e.g., movies, television, web-programs), music-related still images (e.g., photographs, drawings, digital arts), music-related live-stream content, combinations of various media, music-related digital virtual real estate, music-related digital virtual goods, and similar music-related digital content.
In one embodiment, "virtual content rights" include appropriate rights (whether or not comprehensive) that a platform administrator may be allowed to "legally" or permanently or temporarily assign to users for consideration or otherwise. Examples of virtual content rights include the right of a user to earn "in-platform" points or credits each time another platform user participates in or consumes associated content (e.g., another user listens to a song for which the user has virtual content rights).
Fig. 9 illustrates the step (720) of fig. 7. In fig. 9, the platform administrator checks the virtual content rights database of the music-related digital content participation platform to see whether the requested virtual content rights are qualified for assignment to the user and, if qualified, in what terms (sale, lease, physical exchange, user performance award, gift, etc.).
Terms may include, but are not limited to, a user paying for permanent or time-limited rights to use the subject content, a user being assigned such subject rights as consideration for trading content rights associated with certain other platforms previously assigned to the user by a platform administrator, a user being assigned such rights as a reward for participating in a particular platform activity (e.g., winning a lottery, viewing certain advertisements), a user being assigned such rights for any other reason the platform administrator deems appropriate at their discretion as a platform administrator, or the like, worth assigning such rights to the user.
The terms may reflect the requirements of a party controlling the virtual content rights, which may be a platform administrator or another user.
Fig. 10 illustrates step (730) of fig. 7. In fig. 10, if the sought after virtual content right can be assigned to the user, the platform administrator will inform the user of the availability and the terms (one or more options) by which the user acquired such virtual content right.
The platform administrator may provide one or more options to the user and may dynamically price the options. For example, a platform administrator may vary the price depending on when and how rights are sought. Similarly, a platform administrator may provide one user with the right to price "x" and another user with the same right to price "y", where the increment is determined by the status of each user (one user is a higher ranked user compared to the other users).
It is also contemplated that the terms are not generated by the platform administrator, but are generated by another user holding the virtual content rights in question (and are only delivered to the user by the platform administrator).
Fig. 11 illustrates the step (740) of fig. 7. In fig. 11, the user will review such terms and indicate to the platform administrator which set of terms (if any) is acceptable to the user as a consideration for ensuring that the virtual content rights in question.
The user will be able to evaluate the offer based on a variety of factors, including data provided from the platform administrator regarding the quality of performance of the digital content asset related to the music sought (e.g., revenue generated, play count, biographical information related to the creator of the music-related digital content, previous holder of the music-related digital content asset).
Fig. 12 illustrates step (750) of fig. 7. In fig. 12, when a user indicates to the platform administrator that the set of terms is acceptable, a digital contract summarizing such virtual content rights assignment should be created by the platform administrator and delivered to the user for acceptance.
The digital contract to be made utilizes appropriate platform components, possibly including a virtual content rights database, platform account data for purchasing users, account data for selling users, and, in general, one or more access, audit and payment databases supporting the platform.
Fig. 13 illustrates step (760) of fig. 7. In fig. 13, the user is free to agree, decline or ignore the digital contract received from the platform administrator. The user may also be able to counter-offer (technically a rejection, then a new offer) to the holder of the virtual content rights, whether it be a platform administrator or another user.
Offers may also remain open for a given period of time, whether guided by a platform administrator or other user controlling such rights. Offers may also remain open for longer periods of time, with users paying consideration to keep such offers open (option mechanisms). A rejected offer may or may not result in the offer being available to other users, or may require the rights holder to reconfirm the terms for assignment.
Fig. 14 illustrates the step (770) of fig. 7. In fig. 14, if the user agrees to the digital contract, the terms therein may be recorded in the virtual content rights database and the agreed virtual content rights may be assigned to the user during the validity period of the digital contract.
The records may be internal databases or external databases including, but not limited to, blockchain databases to support music-related digital asset management.
The rights assigned to the user may be reserved as one or more of: permanently; temporarily (limited by time, payment of maintenance fees, satisfaction of maintenance actions by the user, etc.); or by the user selecting a single use (donated to others, sold to others in exchange for cash or virtual currency, transacting other physical digital or non-music related digital asset(s), etc.).
Future assignments, dispositions, etc. will be recorded in the virtual content rights database.
FIG. 15 shows an overview of the steps involved in a platform administrator request, including: starting a virtual content rights process; (1510) the platform administrator queries the virtual content rights database of the platform to see if any one or more of the various virtual content rights are eligible for assignment to one or more users, and if so, in what terms (sell, lease, physical exchange, user performance award, gift, etc.); (1520) based on the results of the database query, the platform administrator presents offers to users to assign one or more virtual content rights to such users that are related to the subject matter associated with the platform; (1530) the user will review such terms and indicate to the platform administrator which set of terms (if any) is acceptable to the user as a consideration for ensuring that the virtual content rights in question are acceptable to the user; (1540) when the user indicates to the platform administrator that the set of terms is acceptable, a digital contract should be created by the platform administrator summarizing the assignment of such virtual content rights and delivered to the user for acceptance; (1550) the user is then free to agree, reject or ignore the digital contract received from the platform administrator; (1560) if the user agrees to the digital contract, the terms therein should be recorded in the virtual content rights database and the agreed virtual content rights should be assigned to the user within the validity period of the digital contract; and stopping the virtual content rights process.
The platform may accept and support a wide range of music-related content types and combinations including, but not limited to, music-related audio recordings (e.g., music), music-related video recordings (e.g., movies, television, web programs), music-related still images (e.g., photos, paintings, digital arts), music-related live streaming content, combinations of various media, music-related digital virtual real estate, music-related digital virtual goods, and the like.
There are many embodiments of virtual content rights contemplated by the system, which may include one or more of the following:
the management right is as follows: a virtual content right grants a user the right to specify rules or permissions on how a piece of content is used within a platform. For example, if a user gains virtual management rights to a song, they can determine and set rules that other users of the platform must follow in order to play the song.
The reward right: a virtual content right in which a user accumulates certain benefits and niches within a virtual environment when the user's associated music-related digital assets are executed (a) within the virtual environment and/or (b) in some manner in the real world.
The scarcity claim: a virtual content right where a music related digital asset, such as a song, may have only one or a limited number of ownership seats (slots) within the platform. For example, if Song A has 10 available ownership seats, then no more than 10 users may acquire those seats.
These virtual content rights may be combined in any manner at the discretion of the platform administrator.
There are many embodiments and use cases contemplated by this system, with implementations including:
all music-related digital content types and combinations include, but are not limited to, music-related audio recordings (e.g., music), music-related video recordings (e.g., movies, television, web programs), music-related still images (e.g., photos, paintings, digital arts), music-related live-stream content, combinations of various media, music-related digital virtual real estate, music-related digital virtual goods, and the like.
All music-related digital content consumption channels and combinations, including but not limited to desktop-based applications (native and web-based), mobile-based applications (native and web-based), console-based applications (native and web-based), television-based applications (native and web-based), and appliance-based applications (native and web-based).
All music-related digital content consumption platform types and combinations, including but not limited to audio only (e.g., music streaming services), 2D and 3D video (e.g., video games), virtual reality (e.g., video games), augmented reality (e.g., video games), and mixed reality (e.g., video games).
The primary embodiment of the system involves the use of music-related digital content assets in a digital virtual environment (similar to fantasy football or fantasy baseball), where a user holding virtual content rights to the music-related digital content asset accumulates certain benefits and status within the virtual environment when the user's associated music-related digital asset (a) executes in the virtual environment and/or (b) in some way in the real world.
For example, where a user is assigned virtual content rights to a piece of digital music that is often played by others within a virtual environment, the user will receive an in-world (in-world) virtual reward, coin, points, or other status enhancement each time the music is played within the virtual environment. Similarly, the user may receive additional virtual environment benefits when music is played in the real world (such playing has been verified by billboards, Spotify, etc.).
Despite these virtual bonus payments, real-world owners of music-related digital content still have the right to obtain their contract cash money for each play in the virtual environment or real world, and bonus activity related to virtual content rights does not affect these real-world rights and royalty expectations.
The following are further examples of the present disclosure.
According to one aspect, each song has one virtual ownership holder held by some unique user of the system. For example say the user Jeff enters the system and is a loyalty fan for music by Musician 1. Jeff then searches Musician1 for the song "Musician's Music" and then decides that he wants to obtain virtual ownership of the song. Using virtual currency, Jeff uses coins or the like and then obtains virtual ownership of the song, so he is then listed as a virtual ownership holder within the system. As long as Jeff continues back into the system, he continues to retain the virtual ownership. But if he fails back, then the virtual ownership of the song may be released back to the community, where other users may then acquire it.
In one aspect, only one user may require "ownership" of a song. Using the example above, if Jeff owns virtual ownership of "Musician's Music" and then another user Mark enters the system and also likes "Musician's Music", he cannot currently acquire it because he sees Jeff as a virtual ownership holder. Mark then has the option and can (1) ask Jeff an offer to get virtual ownership of the song from him; (2) join a wait list to have an opportunity to acquire virtual ownership if Jeff allows it to expire, or (3) do nothing.
The user has virtual ownership of the song, which does not restrict other users from playing the song, as it is still playable like any other song. Mark may also establish its own "music room" (e.g., a virtual room named say "Mark's music listening room") and make the song available in that virtual room, or it may be in say a metallic theme music listening room. In one aspect of the system, the ownership holder Jeff receives a reward (such as being a promotion to a system user or being provided with another reward) each time a song is played anywhere in the system. Thus, there is also a competitive incentive for the present system to have virtual ownership of popular songs and/or music videos within the system.
When a new song and/or music video is released by means of the system, the user will be prompted to enter the system to try and acquire a virtual ownership available for the song. For example, it may be highly desirable to capture new releases from popular artists. Even with legacy or trailer content, there is competition within the niche area or neighborhood of the system, such as the possible "metallic" genre neighborhood may be competitive in obtaining legacy Musician1 songs and/or music videos.
Virtual music theme world
The present disclosure relates to creating a proprietary, affordable, robust, secure, adaptable, scalable, and entertaining musical theme world that can be accessed, consumed, manipulated, and shared across a variety of multimedia digital participation platforms.
Title
Systems and methods for creating, maintaining, and developing virtual music theme worlds.
Abstract
Interactive, expanding virtual environments ("computer systems") are created that are primarily music-themed, where users can immersive-experience various types of music through the use of virtual environment devices (e.g., computers, game consoles, virtual reality headsets, mobile phones, augmented reality devices) that can convey audio, visual, and tactile music experiences to one or more virtual environment world users. During such virtual environment participation, a user may interact with other users in a social manner, communicating through text, chat, voice, visual, or similar media. Users can also interact with other people who do not simultaneously exist within the virtual environment world by leaving them with various forms of messages, or by sending messages entirely to others who are entirely outside the virtual environment world (e.g., text messages from within the virtual environment world to text recipients outside the virtual environment world on a physical world phone). In addition, the immersive nature of the virtual environment world will enable non-musical type interactions that are complementary to musical engagement, including, but not limited to, brand engagement, consumer purchase engagement (standard release, user-generated, customizable, or otherwise) of digital and/or physical goods, video games, treasure hunt games, amusement rides, games of chance, skill games, virtual concerts, story telling experiences, virtual movies, virtual TV shows, virtual sporting events, virtual electronic contests, ownership, customization, and use of virtual property, educational experiences, meditation, health and mindsual experiences, and the like. To better support these types of diverse activities, the virtual environment world will employ virtual and non-virtual monetary systems to facilitate economic interaction between users and each other, the platform operator itself, and non-user participants in the platform. Similarly, the system will support various user engagement through various forms of through-going information cues, where the user can be intelligently guided to learn about the features of the system as these features are clearly related to the tastes and needs of these users (via personalized guidelines), and in some cases the information cues can take the form of artificial intelligent avatars (non-human characters) that present themselves to the user as a character in the world with which they are to interact.
Important aspects of the present disclosure
The computer systems supporting this system may be centralized on a single computer, an array of computers, centralized in place, distributed, and/or any combination thereof. The computer system may be used to provide instructions to a music creator (human, artificial intelligence, or any combination thereof) regarding modifications to new and unique pieces of music being reviewed by the present disclosure.
The computer system may be used to provide instructions to a music creator (human, artificial intelligence, or any combination thereof) regarding the creation of new music.
The computer system may combine the analysis and results of multiple instances of pre-existing and new and unique musical sections and basic musical section extractions.
The computer system may be used to identify and suggest the type of musical attributes to be avoided in a given new and unique piece of music being reviewed by the present disclosure.
The computer system may be used to determine and/or ascertain the likely range of popularity of new music, the level of commercial appeal of new music, the level of synergy between subject music and paired products, services and advertisements, one or more price points at which new music may be sold to different types of music listeners, and the therapeutic benefits that may be obtained by those listening to such new music.
The computer system may obtain (source) a new and unique piece of music for analysis by direct submission by an operator of the computer system.
The computer system may obtain new and unique pieces of music for analysis by automatically crawling publicly available pieces of music residing on third party systems (e.g., private databases or the public internet).
The computer system may support a virtual concert that enables artists to create and merge their own "volumetric" and/or "holographic" versions with virtual concert venues that they design according to their imagination.
The computer system may support the music listening room as a customized virtual building and exhibit the characteristics of songs and/or music videos, lyrics, videos, photography and simulation descriptions in an immersive interactive experience.
The computer system may support an artist ride experience that brings the user into an immersive trip featuring one or more songs and/or music videos and simulates a traditional theme park ride.
Comprehensive personalization allows users to customize their own music rooms, create virtual music-related digital assets (such as soundtracks and similar music-related digital assets), and apply virtual clothing, hairstyles, hats, etc. to their avatars.
The computer system may support a virtual musical avatar/personality that interacts with the user via artificial intelligence and delivers personalized narratives, tasks and other speech-driven interactions.
The computer system may support storytelling and immersive podcasts that use specific playlists, visual effects, and voice-over narration of songs and/or music videos to tell interactive stories.
The computer system may support customer collection, participation, retention, and reward mechanisms that are effective in a physical amusement park setting, as if imported into a virtual environment world setting.
The computer system may support the design of the system to enable portability to various head mounted display ("HMD") systems (whether PC-tethered HMD, game console-tethered HMD, all-in-one mobile HMD (e.g., Wi-Fi or cellular wireless connectivity HMD), mobile phone "slide-in" HMD, or others).
The computer system may support the creation of community events at scheduled times throughout the day (e.g., an EDM city enters a light show every hour, as done every night in hong kong).
Advertising-related aspects of the present disclosure
The computer system may support a variety of functions related to user and advertiser engagement that accrue benefits to one or more of the platform, the user, a third party, and the advertiser.
In this regard, the following is contemplated:
a computer system that supports virtual billboards in which users can participate in advertising and receive rewards (virtual currency, content or music related digital assets). The reward range includes free or discount coupons; and may be an asset for use in the world (in-world) or outside the world (outside-world).
A computer system that supports virtual brand-sponsored zones, where users can engage in any activity and receive rewards (virtual currency, content, or music-related digital assets) within the brand-sponsored zone. The reward range includes free or discount coupons; and may be assets for use within the world or outside the world.
A computer system that supports virtual concerts where users participate in brand-sponsored concerts and receive rewards (virtual currency, content or digital assets related to music). The reward range includes free or discount coupons; and may be assets for use within the world or outside the world.
A computer system that supports virtual mini-games, where users participate in brand-sponsored games and receive rewards (virtual currency, content, or music-related digital assets). The reward range includes free or discount coupons; and may be used for assets within the world or outside the world.
A computer system supporting a virtual mini-ride in which users participate in brand-sponsored games and receive rewards (virtual currency, content, or music-related digital assets). The reward range includes free or discount coupons; and may be assets used within the world or outside the world.
Computer systems supporting virtual non-billboard artifacts, where users participate in advertising and receive rewards (virtual currency, content or music related digital assets). In this case, the workpiece will be stationary or moving (either automatically drawn or movable by the user). The reward range includes free or discount coupons; and may be assets for use within the world or outside the world.
Computer system supporting virtual product placement artifact, where users participate in products and receive rewards (virtual currency, content or music related digital assets). In this case, the workpiece will be stationary or moving (either automatically drawn or movable by the user). The reward range includes free or discount coupons; and may be assets used within the world or outside the world.
Computer systems that support virtual product placement features (e.g., transportation) where end users participate in products (e.g., Lyft, Uber) and receive rewards (virtual currency, content or music related digital assets). The reward range includes free or discount coupons; and may be used for assets within the world or outside the world.
Block chain related aspects of the present disclosure
The computer system may support a variety of functions related to using blockchain techniques, where the functions accrue benefits to one or more of the platform, the user, the content owner and producer, the third party, and the advertiser. In this regard, the following is contemplated:
computer systems that support the creation of virtual digital music-related commodity scarcity include mechanisms for recording and trading such music-related digital assets.
A computer system that supports the scarcity of creating one or more music-related digital assets, such as soundtracks and similar music-related digital assets, includes a mechanism for facilitating "breeding" of digital DNA music-related digital assets, such as soundtracks and similar music-related digital assets/cooperation with an artist that produces music-related digital assets specified by a generation, such as soundtracks and similar music-related digital assets (e.g., the first generation soundtrack so produced will be a "Gen 0" soundtrack).
Computer systems that support the creation of virtual music-related digital "real estate" scarcity include mechanisms for implementing block-chain scarcity, recording, privacy, access control, user room or personalized space for other real estate that is bought, sold, earned, or gifted. In addition, the blockchain mechanism supports economic activities associated with digital real estate related to music bound to artist brands (e.g., dividing revenue with artists when you buy and build houses in "artist land").
Browser-related aspects of the present disclosure
The computer system may support a variety of functions related to using a virtual web browser that is spread throughout the virtual environment music world, where the functions accrue benefits to one or more of the platform, the user, the content owner and producer, third parties, and advertisers. In this regard, the following is contemplated:
a computer system that supports the creation of a worldwide virtualized browser for user consumption of music entertainment content.
Computer systems that support the creation of worldwide virtualized browsers for user consumption of movie and TV entertainment content.
A computer system that supports creating a world-wide virtualized browser for user consumption of news entertainment content.
A computer system that supports the creation of a world-wide virtualized browser for user consumption of shopping entertainment content.
A computer system that supports creating a world-wide virtualized browser for user consumption of sports entertainment content.
A computer system that supports the creation of a world-wide virtualized browser for educational entertainment content user consumption.
Computer systems that support the creation of worldwide virtualized browsers for user consumption of similar entertainment and non-entertainment content.
Business related aspects of the disclosure
The computer system may support a variety of commercial functions throughout the virtual environment music world, where these functions accumulate benefits from one or more of the platform, the user, the content owner and producer, third parties, and advertisers. In this regard, the following is contemplated:
a computer system that supports the discovery, interaction, ordering and/or fulfillment of commercial consumption of digital entertainment and digital non-entertainment goods and services.
A computer system that supports the discovery, interaction, ordering and/or fulfillment of both physical entertainment and commercial consumption of physical non-entertainment goods and services.
Communication-related aspects of the present disclosure
The computer system may support a variety of functions related to using communication technology, where the functions accrue benefits to one or more of the platform, the user, the content owner and producer, third parties, and advertisers. In this regard, the following is contemplated:
computer systems that support the creation of virtual communication channels that allow various types of messaging (e.g., voice, text, chat, video, photos, emoticons) to be initiated by and received by one or more parties (e.g., platform operators, users, content owners and producers, third parties, advertisers) within the virtual environment world (e.g., one-to-one communication, one-to-many communication, one-to-all communication).
Computer systems that support the creation of virtual communication channels that allow various types of messaging (e.g., voice, text, chat, video, photos, emoticons) to be initiated by one party of the virtual environment world (e.g., platform operator, user, content owner and producer, third party, advertiser) and received by one or more parties outside the virtual environment world (e.g., one-to-one communication, one-to-many communication, one-to-all communication). In this case, the external message reception may be a third party messaging application or a messaging application associated with the platform itself (e.g., a "companion app").
In the case of internal and external messaging, one purpose may be to keep parties aware of what is happening in the virtual environment world (new songs and/or music videos, games, rewards, concerts, etc.) (inside-out/outside-in functionality) when they are inside or outside the virtual environment world.
Companion application-related aspects of the disclosure
The computer system may support a variety of functions related to the use of non-virtual environment world companion applications residing on fixed and mobile devices outside of the virtual environment world system, where the functions accrue benefits to one or more of the platform, the user, the content owner and producer, third parties, and advertisers. In this regard, the following is contemplated:
a computer system that supports the creation of companion applications that facilitate notifications to parties outside the virtual environment world related to games, rides, stories, concerts, digital goods and services offerings, physical goods and services offerings, and similar content within the virtual environment world.
Computer systems that support creation of companion applications that facilitate notification of social (e.g., Twitter, Facebook, Pinterest, Instagram) related to virtual environment world activity to parties outside the virtual environment world.
A computer system that supports the creation of companion applications that facilitate a dedicated communication channel between parties outside the virtual environment world and parties within the virtual environment world, where such communication takes the form of text, chat, voice, photos, video, emoticons, or similar content.
A computer system that supports the creation of companion applications that allow parties outside the virtual environment world to fully or partially participate in aspects within the virtual environment world and earn points, credits, rewards, or the like as if they were participating from within the virtual environment world.
Virtual concert-related aspects of the disclosure
The computer system may support a variety of functions related to the delivery of live and/or recorded virtual concerts within the virtual environment world system, where the functions accrue benefits to one or more of the platform, the user, the content owner and producer, third parties and advertisers. In this regard, the following is contemplated:
computer systems are supported that create branded, real-world physical venues for concerts that are either recreated as CGI assets, volumetrically scanned, or rendered as a combination thereof within the virtual environment world.
Computer systems are supported that create branded, previous (i.e., no longer existing) real-world physical venues for concerts that are either re-created as CGI assets, volumetrically scanned or rendered as a combination thereof within the virtual environment world.
Computer systems are supported that create branded, non-real world (fictional) venues for concerts that are either recreated as CGI assets within the virtual environment world, volumetrically scanned, or rendered as a combination thereof.
Computer systems that support the creation of fictional or non-fictional virtualized venues for concerts, including concert experiences represented by virtual effects, such as fireworks generated by platform administrators of virtualized venues, users of virtualized venues, groups of users of virtualized venues, brand sponsors of virtualized venues, or combinations thereof, light shows, flying objects, and the like.
A computer system that supports the creation of fictional or non-fictional virtualized venue for a concert, including configurable user dance actions, expressions, object displays (e.g., lighters, glow sticks), and the like generated by virtual user expressions (such as by a platform administrator of the virtualized venue, users of the virtualized venue, a collection of users of the virtualized venue, brand sponsors of the virtualized venue, or a combination thereof).
Computer systems supporting creation of fictional or non-fictional virtualized venues for a concert, including a concert experience represented by participation of user avatars in virtual concerts, such as captured user avatar self-portrait generated by a platform administrator of the virtualized venue, users of the virtualized venue, a collection of users of the virtualized venue, brand sponsors of the virtualized venue, or a combination thereof, virtual flying drone image capture within the user's venue, feeding user avatar activity to one or more video screens within the venue (e.g., via a fixed-location or flying drone swarm camera, and the like).
Digital goods and services related aspects of the present disclosure
The computer system may support a variety of digital goods and services activity functions throughout the virtual environment music world, where these functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated:
a computer system that supports discovery, interaction, ordering, and/or fulfillment of a business consumption of a user avatar.
A computer system that supports the discovery, interaction, ordering and/or fulfillment of the commercial consumption of music-related digital virtual real estate.
A computer system that supports discovery, interaction, ordering, and/or fulfillment of business consumption of user personal space and avatar customized assets.
A computer system that supports the discovery, interaction, ordering, and/or fulfillment of commercial consumption of user-controlled music rights, wherein a user may accumulate prizes, points, tickets, credits, and other items of value when other users in the world participate in a song or music asset that is bound to an account of the music rights owner in the world.
A computer system that supports discovery, interaction, ordering, and/or fulfillment of commercial consumption activities recorded and maintained on a blockchain.
A computer system that supports discovery, interaction, ordering, and/or fulfillment of commercial consumption activities that originate within a virtual music world and are physically delivered in a real world (e.g., see a digital representation of an object in the virtual world and order its physical analogs for delivery to a user in the physical world).
Experience discovery-related aspects of the present disclosure
The computer system may support a variety of virtual environment experience discovery campaign functions throughout the virtual environment music world, where these functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated:
a computer system that supports the creation of a virtual environment musical world directory guide, similar to a shopping mall kiosk, can walk up to see what is in the world.
A computer system is supported that creates a "find your favorite artist" feature, where the user can look at a particular non-character avatar (e.g., musician Slash) and he will start interacting and talking with you (similar to having mickey mouse interact with a visitor to disney park). Similarly, a user may participate for a sufficiently long time or in some manner (e.g., answering questions and answers) and obtain rewards, merchandise, prizes, credits, etc. (rewards are for assets or services within the world or outside the world). Conversely, if the user is not properly engaged, the user will be penalized (e.g., self-portrait with him without permission, and the user may have their virtual phone camera smash on the ground by the avatar).
Computer systems that support the creation of real-world maps, where users can place pushpins in the real city where the user lives so that people can see where people are visiting from (social features).
Computer systems that support discovery of AI-based music playlists, artificial intelligence driven virtual DJ, etc.
A computer system that supports the creation of a searchable database that markets and sells platform music-related digital assets (e.g., concert tickets, music-related digital assets (such as soundtracks and similar music-related digital assets), gold albums, music-related digital virtual real estate vouchers, virtual coins, tokens, digital merchandise) and that can be viewed by other users and enabled for purchase, sale, and transaction thereof.
Virtual role related aspects of the present disclosure
The computer system may support a variety of virtual character functions throughout the virtual environment music world, where the functions accrue benefits to one or more of the platform, the user, the content owner and producer, the third party, and the advertiser. In this regard, the following is contemplated:
computer systems are supported that create permanent or constantly changing virtual characters that populate the virtual world and interact with real users represented as avatars within the virtual world. Avatars can interact in several ways, or make relevant suggestions or comments to users by mere presentation within the virtual world, sharing of basic information (e.g., event schedules), and based on virtual world preferences of those same users (e.g., using artificial intelligence or machine learning to interact with users based on their past virtual world behavior).
Additionally, these virtual characters may be influencers of tastes inside and outside the virtual world, and may have their own virtual apartments, shows, stores, brand speakers, social media accounts, and the like inside and outside the virtual world.
Environmental effect related aspects of the present disclosure
The computer system may support a variety of virtual environment effect functions throughout the virtual environment music world, where the functions accrue benefits to one or more of the platform, the user, the content owner and producer, the third party, and the advertiser. In this regard, the following is contemplated:
computer systems that support the creation of ever changing and redesigned world assets (sky, buildings, rooms, fireworks, meteors, etc.). In this regard, the effect may be determined by a platform administrator of the virtual world, by an individual user (single) taste, by a user collective (collective) taste, by a brand, by an artist, or by some combination thereof. Further, the effect may be set to music or not.
Game-related aspects of the present disclosure
The computer system may support a variety of virtual environment gaming functions throughout the virtual environment music world, where these functions accrue benefits to one or more of the platform, the user, the content owner and producer, the third party, and the advertiser. In this regard, the following is contemplated:
computer systems that support the creation of artist-centric or genre/sub-genre-centric treasure hunt games with rewards, where items found are affected by various aspects (places, skills, opportunities).
A computer system is supported for creating dance games with awards that are artist centric or genre/sub-genre centric.
A computer system that supports the creation of role-playing games where the highest scoring player has a status in the music industry world (such as civic, tenant, tourist, etc.).
Computer systems that support creation of soundtrack contests (e.g., which music-related digital assets (such as soundtracks and similar music-related digital assets) are copied the most, played the most, etc.).
A computer system that supports the creation of new music "fight club" rooms or "mad march" rooms from the Billboard for new songs and/or music video stream counts to determine winners and losers (winners earned prizes).
A computer system that supports the creation of a virtual passport that is virtually stamped when you enter a different city/neighborhood (neighborwood)/room, and that can be seen by other users and that accumulates additional benefit or status for the users as the number of stamps on their passport increases.
A computer system supporting the creation of tracking and rewarding users with the maximum number of created remix tracks.
Computer systems that support the creation of simple arcade games (e.g., Flappy Bird (type), Corn Hole, Carnival Ball thread, Shooting Range, bowl Alley). By extension, the present disclosure also contemplates having artists, records, guitars, speakers, disco balls, etc. become objects that are thrown or shot.
A computer system supporting the creation of a wager-type game (conventional or unique).
A computer system that supports the creation of song daemon type games for "teachers" and "limited releases," where the virtual environment owner of the song obtains a virtual environment world usage fee each time the song is played by others in the world.
A computer system is supported for creating a music theme draw with prizes.
Mixing band related aspects of the present disclosure
The computer system may support a variety of mixed band creation, distribution, sharing, and exchange functions throughout the virtual environment music world that provide benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated:
computer systems that support the creation of music-related digital asset exchanges and for playback-and social-enabled walkman-type devices, such as soundtracks and similar music-related digital assets.
Computer systems that support the creation of music-related digital assets (such as soundtracks and similar music-related digital assets) that are placed within a virtual environment world to be found by other users.
A computer system that supports the creation of soundtrack playback on a user's virtual mobile phone.
A computer system that supports the creation of music related digital assets created by a virtual environment world, such as soundtracks and similar music related digital assets, that are placed as geo-located music related digital assets within the real physical world for others (users or non-users using a mobile companion application or similar application) to find.
Mobility-related aspects of the present disclosure
The computer system may support a variety of mobility functions throughout the virtual environment music world that accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated:
a branded subway service (e.g., Boring Company) going to a city, block, or room.
A branded taxi service (e.g., Lyft) to a city, block, or room.
A branded tourist bus service (e.g., london double bus) going to a city, block, or room.
Mobile phone UX commands-remote actuation, lateral and horizontal movement, fast search, hot key, etc.
Reward-related aspects of the present disclosure
The computer system may support a variety of reward functions throughout the virtual environment music world, where these functions accrue benefits to one or more of the platform, the user, the content owner and producer, the third party, and the advertiser. In this regard, the following is contemplated:
a computer system that supports users' participation in concert performances and awards (virtual currency, content, music-related digital assets, etc.). In the case of rewards, they may be assets used in or outside the world, ranging from free items to discount coupons.
A computer system that supports users engaging in specifying functional features (e.g., new search features or new mix features) and obtaining rewards (virtual currency, content, music-related digital assets, etc.). In the case of rewards, they may be used for assets within the world or outside the world, ranging from free items to discount coupons.
Computer systems that support users participating in games (treasure hunt games, wandering musicians or majors who issue rewards) and obtaining rewards (virtual currency, content, music-related digital assets, etc.). In the case of rewards, they may be assets used in or outside the world, ranging from free items to discount coupons.
Computer systems that support users participating in rides on amusement rides and receiving awards (virtual currency, content, music-related digital assets, etc.). In the case of rewards, they may be assets for use in or outside the world, ranging from free items to discount coupons.
A computer system that supports a user's participation in any other activity within a specified virtual environment world area and that obtains rewards (virtual currency, content, music related digital assets, etc.). In the case of rewards, they may be assets for use in or outside the world, ranging from free items to discount coupons.
Virtual music-related real estate-related aspects of the present disclosure
The computer system may support a variety of virtual music-related real estate functions throughout the virtual environment music world, where the functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated:
a computer system that supports users participating in virtual music-related real estate created, managed, or owned by an artist.
Computer systems that support users in creating their own "settlements" (e.g., houses with my music collection) where other users can access and leave a message for them (perhaps connecting your Instagram or FB also works here).
A computer system that supports user participation in virtual environment music world operator created, managed or owned virtual music related real estate.
Amusement ride related aspects of the present disclosure
The computer system may support a variety of ride functions throughout the virtual environment music world, where the functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated:
a computer system that supports user participation in a "along rabbit hole" ride experience, where the user experience starts with one song and metadata and branches to five other songs and/or music videos (linked), which are further linked to five other songs and/or music videos, and so on.
A computer system that supports user participation in an active ride experience, wherein user selection at different stages of the ride results in a narrative of changes to the ride and earned rewards, if any.
A computer system that supports user participation in a passive ride experience, where no user selections are made at various stages of the ride.
A computer system that supports "away" attractions every few minutes, where multiple users can together perform a particular virtual environment attraction experience (like disneyland's attraction schedule).
A computer system that supports users participating in non-music-themed rides associated with movies, TV artists, or other genres.
Computer systems that support users participating in a ride, where the users are guided through the ride experience by celebrities, taxi drivers, or other similar types of people or non-human entities.
Room related aspects of the present disclosure
The computer system may support a variety of room functions throughout the virtual environment music world, where the functions accrue benefits to one or more of the platform, the user, the content owner and producer, the third party, and the advertiser. In this regard, the following is contemplated:
a computer system that supports user participation in a room providing subject matter associated with a mobile cellular carrier.
A computer system that supports users participating in rooms that provide subject matter associated with bars, sports bars, and restaurants.
A computer system that supports users' participation in a room that provides subject matter associated with games and gambling (and prizes).
A computer system that supports user participation in a room that provides subject matter associated with simple games (and prizes). In this respect rooms like Flappy Bird (type), Corn Hole, Carnival Ball Throw, Shooting Range, Bowling Alley. As an extension, the present disclosure also contemplates having artists, records, guitars, speakers, diskettes, etc. become the subject of being thrown or shot.
A computer system that supports user participation in a room that provides subject matter associated with a video game audience share.
A computer system that supports user participation in a room providing subject matter associated with health and wellness.
A computer system supporting users to participate in a room providing subject matter associated with meditation and memorial.
A computer system that supports user participation in a room providing subject matter associated with a museum.
A computer system that supports user participation in a room that provides subject matter (e.g., comedy/movie/TV) associated with non-sony brand entertainment.
A computer system supporting a user to participate in a room providing subject matter associated with a billiard hall.
A computer system that supports user participation in a room providing subject matter associated with a record store.
A computer system that supports user participation in a room that provides subject matter associated with the secret room (e.g., changing a password/puzzle/mentioning a favorite brand at the door to gain access).
A computer system that supports user participation in a room that provides subject matter associated with a digital social activity.
A computer system that supports users participating in a room that provides subject matter (e.g., human habitat, shake votes) associated with social responsibility.
A computer system that supports user participation in a room that provides subject matter (e.g., comedy/movie/TV) associated with sony brand entertainment.
A computer system that supports user participation in a room that provides subject matter associated with a backbone room (e.g., listening to a song and/or music video in which you can turn the backbone on/off).
Supporting a user to participate in a computer system providing a room with topic content associated with talk shows responsible for discussing non-music content (movies, TV, news, sports, fashion, food); and it is contemplated that these experiences may be live and/or recorded.
A computer system that supports user participation in a room that provides subject matter associated with a tattoo store.
A computer system supporting user participation in a room providing subject matter associated with tilting brush type user-generated content.
A computer system that supports users participating in a room providing subject matter such as museum-type digital assets.
A computer system that supports user participation in a room that provides subject matter associated with a time capsule room/time travel room (e.g., a year selected by a user from outside and then converted to a genre for the year inside the room and the playlist is only songs and/or music videos from the year).
A computer system that supports user participation in a room that provides subject matter associated with a question and answer room. In this regard, the present disclosure contemplates nights with musical quizzes (e.g., 7 points per night for a bonus quiz). And may extend beyond music in later versions.
A computer system that supports users participating in a room that provides subject matter associated with a subject of personal inspiration.
A computer system that supports user participation in a room that provides subject matter associated with only invited rooms (e.g., personal rooms or exclusive to VIPs such as race winners). Users can take advantage of their cool dazzling by selling access to their space.
A computer system that supports user participation in a room that provides subject matter associated with a music artist.
A computer system that supports user participation in a room that provides subject matter associated with a DJ that performs a program.
A computer system that supports users participating in a room that provides subject matter associated with a genre of music.
A computer system supporting user participation in a room providing subject matter associated with a karaoke bar with a scheduled event (e.g., 8 pm, the night of the 80 s).
A computer system that supports user participation in a room that provides subject matter associated with a musical tag.
A computer system that supports users participating in a room that provides subject matter associated with a music sponsor.
A computer system that supports users participating in rooms that provide subject matter associated with music discovery (all music), whether discovered through traditional music channels or alternative social or web channels (e.g., Twitter, wikipedia, YouTube, latest news).
A computer system that supports user participation in a room that provides subject matter associated with a music documentary (all music); including but not limited to talk show style rooms with a person in charge of discussing the music content (live and recorded) and rooms with bystander/story telling (e.g., the voiceover of morgan with your knowledge of the artist history).
A computer system supporting a user's participation in a room providing subject matter associated with music education; including but not limited to classrooms of how to play guitar, piano, music theory, music history, etc., and where such classes may also be sponsored by a general or instrumental brand.
A computer system supporting a user to participate in a room providing subject matter associated with a music movie score. In this regard, the present disclosure contemplates experiences based on partial music and partial movie content, as well as rooms with talk show styles responsible for discussing music content, and in each case possibly live and/or recorded.
A computer system that supports users participating in a room providing subject matter associated with music influencers (all music), where such experiences can focus on the influence and inspiration from artists with respect to artists and other motivational events. Other aspects may involve focusing on the influencers and exploring what attracts them to enjoy certain types of music.
A computer system that supports users participating in rooms providing subject matter associated with music shows and billboard-type popularity ranking (all music), includes data related to new entrants, leaders, laggars, and the like.
A computer system that supports users participating in a room that provides subject matter associated with a music podcast (all music) that is focused on all stakeholders, whether they are artists, critics, fans, or others.
A computer system that supports user participation in a room that provides subject matter associated with a music talk show (all music). This would also extend to rooms with talk show styles where the person in charge discusses the music content, and could be live and/or recorded.
A computer system that supports users participating in a room that provides subject matter associated with a music talk show (a mix of music and music commentary). Examples are music discovery and talk show style rooms with a responsible person playing and discussing music content (e.g., Gimme Radio), and may be live and/or recorded.
Socially relevant aspects of the disclosure
The computer system may support a variety of social functions throughout the virtual environment music world that accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated:
a computer system that enables users to advertise their own rooms and user-generated content using the social mechanisms of users purchasing advertisements within the virtual environment world.
A computer system that supports users connecting social networks (such as Instagram) to their personal real estate space and automatically populating these rooms with photos, etc. (e.g., a picture frame on a wall automatically loads your Instagram photos).
A computer system that supports users' point-to-point gifting of digital and physical goods, services, or currency using social mechanisms.
A computer system that supports a user utilizing social mechanisms to determine the identity of another user or its space by making a query (e.g., pressing button X).
A computer system that supports users to easily import third-party social media data (continually evolving/refreshing Twitter, Facebook, Instagram, etc. feeds) using social mechanisms.
A computer system supporting point-to-point mixed band sharing by users through a social mechanism is provided.
A computer system that supports users conducting social media searches using social mechanisms.
A computer system that enables users to communicate with others within and outside of the virtual environment world using social mechanisms that utilize traditional social APIs (Twitter/Instagram/Pinterest/FB).
"Song daemon" related aspects of the disclosure
The computer system may support a "song daemon" game framework that is built across the virtual environment music world, where these functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated.
A computer system that supports a user participating in a game in a virtual environment of a song daemon wherein the user may require ownership within a fictional world to manage songs or videos played within the virtual environment world.
In becoming such fictitious owners, users will earn digital royalties (e.g., virtual environment royalties) based on their playback of each song/video within the virtual environment world. In addition, the user may have to acquire permission from the virtual owner to include the song in their soundtrack, and the fictitious owner may sell or trade the managed song or video in exchange for digital currency or other song or video ownership.
In addition, fictitious owners may lose their authority over ownership of songs or videos based on lack of activity or failure to pay a rental fee for all content they own.
Another feature contemplated is that a fictitious owner may require management of up to X song or video ownership, with this upper limit based on achievements, other user play counts, use of songs or videos in music-related digital assets (such as soundtracks and similar music-related digital assets), and the like. Alternatively, a fictitious owner may require that up to X songs or videos be managed, but obtain approval from the virtual environment world operator.
Each song or video ownership will contain a history of origin/provenance, and the number of shares in the world granted by the fictitious owner determines the acceleration of earned digital usage fees and possibly additional song and video management seats.
In terms of distribution, certain upcoming pop songs and/or music videos and videos are required via a lottery that may contain additional physical battles.
Fictitious owners can search for and connect with others with similar badge achievements.
A computer system that supports users participating in a limited version of a game of a song daemon, where the user may require fictitious world ownership to manage "limited versions" (rare) of songs or videos playing within the virtual environment world.
In becoming such a limited edition fictitious owner, users will earn digital royalties (e.g., virtual environment royalties) based on their play of each song/video within the virtual environment world. In addition, the user may have to acquire permission from a limited number of fictitious owners to include songs in their soundtrack, and the fictitious owners may sell or trade managed songs or videos in exchange for digital currency or other song or video ownership.
In addition, limited versions of fictitious owners may lose their management of ownership of songs or videos based on lack of activity or failure to pay a rental fee for all content they own.
Another feature that is contemplated is that a limited number of fictitious owners may require the management of up to X song or video ownership, with this upper limit based on achievements, other user play counts, use of songs or videos in music-related digital assets (such as soundtracks and similar music-related digital assets), and the like. Alternatively, a limited edition fictitious owner may require management of up to X songs or videos ownership, but obtain approval from the virtual environment world operator.
Each limited version of song or video ownership will contain a history of origin/provenance, and the amount of sharing in the world granted by the fictitious owner determines the acceleration of earned digital usage fees and possible additional song and video management seats.
In terms of distribution, certain upcoming popular limited versions of songs and/or music videos and videos may be required via a lottery that may contain additional physical assets of war.
Limited-version fictitious owners can search for and connect with others with similar badge achievements.
User generated content of the present disclosure: (UGC) Related aspects
The computer system may support UGC aspects throughout the virtual environment music world, where these functions are cumulative benefits of one or more of the platform, the user, the content owner and producer, the third party, and the advertiser. In this regard, the following is contemplated:
a computer system that supports users creating graffiti art around the world. The user's "< username > to this tour" message is placed on a wall of the virtual environment world-just as people write their name on a wall of a bathroom. Other users who have accessed the room can be viewed.
A computer system that supports users submitting new music for upload and voting by other users.
Computer systems that support users creating their own music via artificial intelligence tools (e.g., such as Amper).
User voice command related aspects of the present disclosure
The computer system may support user voice command aspects throughout the virtual environment music world, where these functions accrue benefits to one or more of the platform, the user, the content owner and producer, third parties, and advertisers. In this regard, the following is contemplated:
a computer system is supported that uses user-controlled voice commands to effect commercial transactions within a virtual environment world.
A computer system that supports user expressive actions using user-controlled voice commands, such as performing dance actions, activating special effects in the world, or emotional expressions (e.g., likes, applauses, love) in the world in a virtual environment.
A computer system that supports searching for relevant content (e.g., songs and/or music videos, artists, genres, metadata, history, places, digital goods, businesses) within a virtual environment world using user-controlled voice commands.
A computer system that supports social media interaction and communication within a virtual environment world using user-controlled voice commands.
A computer system that supports social media searching within a virtual environment world using user-controlled voice commands.
Computer systems that support transportation (via car, telematic, portal) within the virtual environment world using user-controlled voice commands.
User room-related aspects of the present disclosure
The computer system may support personalized user room aspects throughout the virtual environment music world, where these functions are a cumulative benefit of one or more of the platform, the user, the content owner and producer, third parties and advertisers. In this regard, the following is contemplated:
a computer system is supported that uses a personalized user's room that can be decorated according to the user's tastes. Examples of items for personalization include furniture, photographs, lighting, carpeting, wall colors, and the like; some of the items are free, some are purchased, and some are earned.
A computer system is supported that uses a personalized user changing room that can be filled according to the user's tastes. Examples of articles used in personalization include virtual clothing, wigs, cosmetics, and the like; some of these items are free, some are purchased, and some are earned.
A computer system is supported that uses a user's room in association with a message book that can be modified/signed by other users who access the room.
Computer systems that support the use of user rooms in the creation of music-related digital assets, such as soundtracks and similar music-related digital assets, are supported by user control of such user rooms.
Computer systems supporting the use of user rooms in storing and displaying rewards, badges and other presentations associated with users controlling such user rooms are supported.
A computer system that supports the use of a user's room in storing and displaying digital assets associated with music owned or controlled by the user controlling such user's room.
Computer systems that support the use of user rooms as a place to control such user rooms where users can upload and display (for themselves and/or others) their own personal audio, photography, art, video files, and similar user-sourced content.
A computer system that supports users in socializing with other users and virtual characters in such individual user rooms.
User status-related aspects of the present disclosure
The computer system may support aspects of user position throughout the virtual environment music world where these functions are cumulative benefits of one or more of the platform, the user, the content owner and producer, third parties and advertisers. In this regard, the following is contemplated:
a computer system that supports user status recording of badges earned by commemorative users as a result of participation in advertisements. For example, a user who has earned sufficient badges may be given the ability to obtain greater rewards and rights within the virtual environment world. Additionally, the user may be able to display badges in the user's room or search for and connect with others with similar badge achievements.
A computer system supporting user status records commemorating badges earned by users playing games, riding amusement rides, attending concerts, and the like. For example, a user who has earned enough badges may be given the ability to obtain greater rewards and rights within the virtual environment world. Additionally, the user may be able to display badges in the user's room or search for and connect with others with similar badge achievements.
A computer system that supports user status recording of badges earned by commemorative users playing music and watching music videos (as opposed to the song daemon games referenced herein). For example, a user who has earned enough badges may be given the ability to obtain greater rewards and rights within the virtual environment world. Additionally, the user may be able to display badges in the user's room or search for and connect with others with similar badge achievements.
A computer system supporting user status logging of badges earned by commemorative users as a result of interaction with other users in the world. For example, a user who has earned enough badges may be given the ability to obtain greater rewards and rights within the virtual environment world. Additionally, the user may be able to display badges in the user's room or search for and connect with others with similar badge achievements.
User expression-related aspects of the present disclosure
The computer system may support a variety of functions related to enabling user expression features within the virtual environment world system, where the functions accrue benefits to one or more of the platform, the users, the content owners and producers, third parties, and advertisers. In this regard, the following is contemplated:
computer systems that support the creation of fictional or non-fictional virtualized environments (e.g., rooms, streets, concert venues, stores) for user expression, including user expression capabilities represented by virtual effects such as fireworks, light shows, flying objects, and the like generated by a platform administrator of the virtualized environment, users of the virtualized environment, a user pool of the virtualized environment, a brand sponsor of the virtualized environment, or combinations thereof.
Computer systems that support the creation of fictional or non-fictional virtualized environments (e.g., rooms, streets, concert venues, stores) for user expressions, including user expression capabilities represented by virtual user expressions, such as configurable user dance actions, expressions, object displays (e.g., lighters, glow sticks), and the like, generated by a platform administrator of the virtualized environment, users of the virtualized environment, a user community of the virtualized environment, a brand sponsor of the virtualized environment, or a combination thereof.
Computer systems that support the creation of fictional or non-fictional virtualized environments (e.g., rooms, streets, concert venues, stores) for user expression include user expression capabilities represented by user avatars participating in the virtual environment, such as captured user avatar self-portrait generated by a platform administrator of the virtualized environment, users of the virtualized environment, a user pool of the virtualized environment, brand sponsors of the virtualized environment, or combinations thereof, virtual flying drone image capture within the user's environment, feeding user avatar activity to one or more video screens within the virtual environment (e.g., via a fixed-location or flying drone swarm camera, and the like).
Video Room related aspects of the present disclosure
The computer system may support video room aspects throughout the virtual environment music world, where these functions are the cumulative benefits of one or more of the platform, the user, the content owner and producer, the third party, and the advertiser. In this regard, the following is contemplated:
support the use of a computer system that can be themed to show a video room of a concert.
A computer system is supported that uses a video room that can be themed to show documentaries.
A computer system using a video room that can be themed to show educational material is supported.
A computer system using a video room that can be themed to show a photo stream is supported.
Support the use of computer systems that can be themed to show a video room for a movie.
A computer system is supported that uses a video room that can be themed to show TV programs.
A computer system is supported that uses a video room that can be themed to show a music story experience.
Computer systems using video rooms that can be themed to show sports and electronic athletic content are supported.
Virtual wallet related aspects of the present disclosure
The computer system may support virtual wallet aspects throughout the virtual environment music world, with these functions being the cumulative benefits of one or more of the platform, the user, the content owner and producer, the third party, and the advertiser. In this regard, the following is contemplated:
a computer system is supported that uses a virtual wallet that stores and manages music-related digital assets that can be purchased using credit cards or world-wide virtual currency.
A computer system is supported that uses a virtual wallet that stores and manages entitlement data for users who purchase (e.g., tickets to attractions, rooms, concerts, digital items) around the world.
Computer systems are supported that use a virtual wallet that stores and manages music-related digital assets that are not essentially consumable (such as badges, digital items and merchandise represented by actual digital items to be viewed and manipulated within the virtual environment world, and digital items and merchandise represented by actual digital items that cannot be viewed and manipulated within the virtual environment world (e.g., ownership credentials)).
Miscellaneous aspects of the disclosure
The computer system may support a variety of miscellaneous functions throughout the virtual environment music world, where the functions accrue to one or more of platforms, users, content owners and producers, third parties, and advertisers. In this regard, the following is contemplated:
computer systems that create a variety of obvious and confidential wormholes or similar remote actuators to move throughout the virtual environment world are supported.
Computer systems that support the creation of various popularity rankings of rooms, including but not limited to creating a ranked list of rooms (what are the most popular cities, blocks, rooms, etc.).
Computer systems that support the creation of high-resolution audio features, such as high-resolution and/or immersive audio rooms. Additionally, in these scenarios, there will be an option to create an audio hardware crown opportunity.
Computer systems that support the creation of spatial audio customizations with the ability for platforms, artists, users, or other participants to program the audio timbre of the particular virtual environment space they control or are experiencing. In this regard, there will also be aspects of control derived from one or more of the distance of the user from the space, ceiling, floor and walls, interior material type, interior openings, objects and persons filling the space.
A computer system that supports the creation of a magic rejection tool whereby a user will have the ability to turn off, mute, or otherwise remove another person within the virtual environment world that is plaguing the user. In addition, these removal actions can be visualized by symbolic actions (explosion, rocket motor/fireworks, dissolution, melting, etc.).
Computer systems that support the creation of "god" voices occasionally give users tasks or work as part of a game or participation mechanism (e.g., a green fairy-track style voice or an airport style voice with public radio systems).
Computer systems that create "mental guides" to recommend or guide user participation are supported. The guide may be in human (e.g., musicians or historical characters) or non-human (animals, ghost, floating art, etc.) form and may be selected by the user when they register with the platform. Some mental guides may be free, earned, or purchased (music-related digital assets). It is further contemplated that they may be programmed based on a user's own created profile and driven by artificial intelligence or machine learning techniques.
A computer system that supports the creation of mobile phones as a user experience for the user and at a virtual world control center, and emulates typical applications on physical real world mobile phones. In this way, a mobile phone found in the virtual environment world will have a similar value to a mobile phone that the user may have in the real world. Such customizable virtual mobile phones have the capability that a user can easily change phone brands/colors/models (e.g., for free, or for bonus/compensation changes). Similarly, the virtual mobile phone will have other characteristics that mimic other real-world phone elements (such as if the user dropped the virtualized phone and the virtualized mobile phone screen cracked). The user then needs to spend the world's virtual currency to repair it.
Computer system that supports the creation of floating comic that moves randomly across the virtual environment world-you can grab it and write your name or message.
A computer system is supported that creates a friend search feature in the world that helps users find existing and new friends by age/gender/location/playlist features.
A computer system that supports creating a virtualized geographic location-synchronized search feature so that a user can find another user's geographic location within a virtual world.
A computer system that supports creating graffiti artist features within a virtual environment music world. The user has the ability to draw on the shared area, his own room, and the space of a friend; and users use free pigments, purchased pigments, and earned pigments.
A computer system that supports the creation of digital artifacts that symbolically represent music to be consumed by a user, with the ability to collect, arrange, distribute, and consume music that presents itself in a physical form (as food, beverages, pills, herbs, or the like) that is not traditionally associated with music. In these music-related artifacts, metadata and other properties related to the virtual environment music world or elements therein may be embedded.

Claims (20)

1. A method for managing access to digital content in a virtual environment using virtual content rights, the method comprising:
providing a virtual content rights database comprising data associating users of the virtual environment with acquired virtual content rights with respect to the digital content;
receiving, at a processor, a request from a device of a user for assigning virtual content rights for digital content, wherein the user interfaces with the processor using the device;
updating the virtual content rights database to indicate assignment of virtual content rights to the user;
receiving, at a processor, data from a device of a user holding virtual content rights to digital content including songs to create a virtual soundtrack with at least one of the songs; and
the virtual content rights database is updated to indicate that the users share the virtual soundtrack within the virtual environment.
2. The method of claim 1, wherein the sharing of the virtual soundtrack comprises at least one of transferring, lending, leasing, selling, copying, and combining the virtual soundtrack.
3. The method of claim 1, wherein the sharing of the virtual soundtrack comprises at least one of displaying and playing for others in the virtual environment.
4. The method of claim 1, further comprising
A request to purchase a blank virtual soundtrack is received at a processor.
5. The method of claim 4, further comprising
A request to copy a virtual soundtrack with at least one of the songs to a blank virtual soundtrack to produce a second generation virtual soundtrack is received at a processor.
6. The method of claim 5, further comprising
Sending a license to the user device that the user is now free to sell, trade, or give away the second generation virtual soundtrack to other users within the virtual environment.
7. The method of claim 1, wherein the virtual content rights for the digital content are held by other users and the songs included in the virtual soundtrack are held by other users.
8. The method of claim 7, further comprising
The set amount is deducted from the user's account in the user account database due to the use of songs included in the virtual soundtrack owned by other users.
9. The method of claim 1, wherein the digital content included in the virtual soundtrack further comprises
At least one of video, audio, photos and other media items to personalize the sharing of the virtual soundtrack.
10. The method of claim 1, wherein the virtual mixing band includes at least one of artwork, logos, text, and other items to personalize the sharing of the virtual mixing band.
11. The method of claim 1, further comprising
Adding a set amount to a user's account in a user account database as a result of other users using digital content, wherein the user holds virtual content rights to the digital content.
12. The method of claim 1, further comprising
A request is received at a processor from a user's device to add a song of another user to a virtual soundtrack of the user through access to the song possessed by the user through a transaction, wherein the other user holds virtual content rights to the song to be added.
13. A system for managing access to digital content in a virtual environment using virtual content rights, the system comprising:
a virtual content rights database comprising data associating users of the virtual environment with acquired virtual content rights with respect to the digital content;
a processor for receiving a request from a user's device for assigning virtual content rights to digital content, wherein the user interfaces with the processor using the device, wherein the virtual content rights database is updated to indicate that the virtual content rights are assigned to the user,
a processor for receiving data from a device of a user holding virtual content rights to digital content including songs to create a virtual soundtrack with at least one of the songs,
wherein the virtual content rights database is updated to indicate that the user shares the virtual soundtrack within the virtual environment.
14. The system of claim 13, wherein the processor receives a request to copy a virtual soundtrack with at least one of the songs to a blank virtual soundtrack to produce a second generation virtual soundtrack.
15. The system of claim 14, wherein the processor sends a license to the user device that the user is now free to sell, trade, or donate the second generation virtual soundtrack to other users within the virtual environment.
16. The system of claim 13, further comprising
A user account database including accounts of users for deducting a set amount from the accounts due to the use of songs included in a virtual soundtrack owned by other users.
17. The system of claim 13, further comprising
A user account database comprising accounts of users for adding set amounts to the accounts of users for other users using digital content, wherein the users hold virtual content rights to the digital content.
18. The system of claim 13, wherein the digital content included in the virtual soundtrack further comprises
At least one of video, audio, photos and other media items to personalize the virtual soundtrack.
19. The system of claim 13, wherein the virtual mixing strip includes at least one of artwork, logos, text, and other items to personalize the virtual mixing strip.
20. A non-transitory computer readable storage medium storing a computer program for managing access to digital content in a virtual environment using virtual content rights, the computer program comprising executable instructions that cause a computer to:
providing a virtual content rights database comprising data associating users of the virtual environment with acquired virtual content rights with respect to the digital content;
receiving a request from a device of a user for assigning virtual content rights for digital content, wherein the user interfaces with a processor using the device;
updating the virtual content rights database to indicate assignment of virtual content rights to the user;
receiving data from a device of a user holding virtual content rights to digital content including songs to create a virtual soundtrack with at least one of the songs; and
the virtual content rights database is updated to indicate that the user shares the virtual soundtrack within the virtual environment.
CN202180006994.6A 2020-05-20 2021-05-19 Mixed audio band digital assets in virtual environments Pending CN114787798A (en)

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